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Bloodbunny

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Everything posted by Bloodbunny

  1. This is great, unfortunately though, the number of huge "essential" mods in KSP is ever expanding. Interplanetary, VisualEnhancements, TextureReplacer, KW, B9, FASA, and now the stock NASA parts will strain even ATM. There is only so much that compression and reduction can do. The Loading textures on demand mod seems a viable option, but sadly, even at 2.2 it is still unstable and prone to random crashing, especially once the really heavy mods are installed. 64 bit support may one day be a reality and solve all these problems, but don't hold your breath. I've resigned myself two options: becoming a "stock only" player, or going with a dual install setup. What is a dual install? Since Load on Demand is prone to crashing in the VAB/SPH, I will maintain one stripped down install.. no eye candy mods, using ATM, in game settings set to low, and packed with parts mods. I will use that install to design craft in the VAB/SPH without the fear of random crashing. The second install will use Load on Demand, and will be for actually playing the game. I will import my craft, and launch from the pad, never visiting the VAB/SPH. Annoying? Yes..., but infinitely better than my total loss of concentration and creativity, due to fear of random CTD.
  2. There are two new Firespitter engines? Are you thinking of the Infinite Dice engines?
  3. I'm glad this awesome little plugin is still being developed. Random crashes were down, but still there in 2.1. I check the thread and lo and behold, a new update . Will try straightway! Lifeforce: Yup, that is the only time it seems to crash.. not sure what is causing it. I found the crashes can be *somewhat* reduced by letting the textures load fully before switching pages. Crashing in the VAB/SPH is BAD though because of the potential for lost work. You might try loading all textures in the VAB if you can get under the memory ceiling, then unloading them before going to the pad.
  4. K, did a few experiments, and was finally able to get a high flying plane that does Mach 3. I simply coupled the most powerful engine, with the lightest frame I could make. For larger, more realistic plane designs though, the thrust loss curve seems a bit too steep, and though drag does diminish with altitude, it does so much slower than the engines lose thrust. Thus, the planes are running out of steam at 20000 feet. So this may be more an issue with FAR's drag model than these engines.
  5. After a bit of playing with this, I can say that something just feels 'off' about the engines. KSP is not a flight simulator, but I have thousands of hours playing FSX, Il-2 and other hardcore flight sims, and although I don't have the numbers to run, I can say that they don't 'feel right.' I'm not saying NASA's data is wrong (it's not); so it must be some other limitation within KSP that prevents a realistic jet engine from performing as it should. In real life, a jet aircraft takes off at full throttle, but must be throttled down at altitude to prevent overspeed. In KSP with this mod, I have the throttle firewalled (afterburner on, no less) and am actually SLOWING DOWN as I approach 20,000 feet (very low for a fast jet.) Yes you lose some thrust with thinner air, but you also reduce drag as well. I'm not sure how FAR/stock KSP handles drag, so that could be the culprit. (drag may remain the same no matter the altitude) Looking at my individual parts during flight though, I see no part that is producing an inordinate amount of drag.
  6. Not the same as a NERVA to be sure, the nuclear jets didn't use any liquid fuel. Needing liquid fuel would defeat the purpose of having a nuclear powered aircraft. http://en.wikipedia.org/wiki/General_Electric_J47#The_nuclear-powered_X39
  7. I am having this problem too.. looks like FF is broken for 23.5
  8. Are you using TweakableEverything by chance? I had the same problem, and through trial and error, I found that it caused the problem, though other mods might too.. I can live without the mod, I'd rather have realistic jets; but it was handy..
  9. If there isn't a mod for electric powered engines, there should be: Back in the 60's they experimented with, and even developed a nuclear powered jet engine. The only problem was crew shielding, and ICBM's making the concept obsolete. (because the only reason to have nuclear powered planes is to more effectively deliver nukes right?)
  10. Yes.. TreeLoader has one that does exactly that, I think its the Traditional Tech option
  11. Lazor is working fine, save for the arms, even missiles are fine
  12. Lazor System is much better than Mechjeb at flying planes, it can dampen inputs so that the planes doesn't wildly pitch and down
  13. This is by design. Hold down the right mouse button before you click left to place the wing, and it won't snap to the top of the P-wings.
  14. Maybe this has been suggested, but I'll throw it out there too.. with engine modes being added, perhaps you could give the prop engines a turbocharge mode so that they could fly at higher altitudes. Maybe make it to where the engine will rapidly overheat and explode if used below say 6000 m. Another suggestion: being able to easily reverse the spin direction on the props... yeah I know there is no torque..its just an eye candy type thing And last but not least: Turboprop engines
  15. Back from the dead.. my newest bird, the F-14 Tomcat, complete with working variable sweep wings. With FAR, they actually make a real difference.
  16. @ sidfu: it is Faark's mod, not mine. That said, the mod didn't work for me when I first tried it; make sure you have all the required dependencies, otherwise it WILL NOT work. Are you using TextureReplacer (it was in my screenshot)? Make sure you open the config file and turn off texture compression or it will interfere with the mod. @ blackheart: if it is crashing before you get to the main menu, then most likely there is some kind of mod conflict at work, see if it works with a 100% stock setup
  17. When are you getting the crashes? In the VAB/SPH? That is where 100% of my crashes occurred; seemingly at random.
  18. Well, testing this thing has been fun, but I'm going back to Active Memory Management for the rest of the day so I can actually play the game. Faark: my latest crash logs are in my Dropbox
  19. Hmm, that is an odd one.. I'm assuming you restarted KSP after changing texture quality? Keep the bug reports coming, if/when the problems are ironed out, this mod will be amazing
  20. Yes I tried exactly that Note the high res textures on the redstone tank and mercury pod
  21. TextureReplacer works fine if you disable texture compression (thanks for the tip!) RasterPropMonitor and VisualEnhancement both seem to work just fine. Distant Objects I am not sure of.. The distant planets work just fine, but I don't have a current save in a situation to test out the distant vessels, someone else should test this
  22. I took out Active Texture Management so that isn't an issue. I went back to a stock only folder and the mod works/loads the game fine. I have the files in my dropbox to share if you have one as well EDIT: Yeah, I'm pretty sure this has the potential to be the best mod ever. ATM is good, but it takes the length of a presidential term to load the game, and the texture reductions make KSP look like crap. This thing lets you run full res textures, and the game loads faster than a greased jackrabbit on crack EDIT (part 2): Ok, TextureReplacer is absolutely incompatible, using it WILL cause a crash 100% of the time. This is big because even stock only players like to replace the hideously ugly default skybox. Also, the texture swapping feature for StretchySRB does not work. Oddly enough, the texture swapper used by FireSpitter works (sort of).
  23. OK! Getting vcredist x86 seemed to do the trick. The game loaded faster than I have ever seen, unfortunately, the game now consistently crashes just as it tries to go to the main menu... mod conflict? Probably... Will make a copy of the KSP folder and delete all mods, adding them in one by one until the culprit is found.. ah bug hunting...
  24. Well...tried it, but not sure if its working or not.. I see a small window pop up, but it never displays any info; not in flight, not in the vab/sph. Memory usage at main menu is around .4 GB higher than what I got with the Active Texture Management mod. Will continue trying it
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